Penals need buff/redesign
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Their flamer actually cannot explode or be dropped though, which is one advantage. But doesn't make them worth it though. If you base your play around penals, you'll get stomped over by any remotely decent opponent.
If they had even AT nades I think they would be seen more often. But then, would anyone use conscripts because you could equip penals with AT nades AND flamers?
All flamers haven't been able to explode for ages.
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That's 180 muni lol.So 45 x 3 = 180?
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Their flamer actually cannot explode or be dropped though, which is one advantage.
No flamer can explode since 3 months at least.
Posts: 4630 | Subs: 2
Maybe something with veteracny or long range buff.
Overall they are very, very useful on urban and mid-range maps. It's not like you can use them on every map.
The biggest down-side is that you must go for T1 to get them, so how about making Penals HQ unit which is avavible once T1 or T2 is built?
Posts: 2184 | Subs: 2
- Improve the long-range
- Renamed in riflemen
- Profit
P.S.
I don't understand why the Soviet Union again in steriotip.
The Germans used penalty troops before the Soviet Union, 1% of the German and Soviet soldiers have been penal. I've never seen the German penal in games.
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Tested, you need at least six to get rid of a OKW truck. 270 ammo, and six penals..
This is incorrect. You only need 3. Make sure the satchel lands on the truck itself.
Penals are great units. The only thing wrong with them is the fact that they fulfill The same role as conscripts. Penal starts give you a weak early game, since you are behind mp wise, but gives you a boost mid game. You just need to keep them from n groups of two, and flank enemies. 2 squads will melt any opposition until obers arrive.
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This is incorrect. You only need 3. Make sure the satchel lands on the truck itself.
Penals are great units. The only thing wrong with them is the fact that they fulfill The same role as conscripts. Penal starts give you a weak early game, since you are behind mp wise, but gives you a boost mid game. You just need to keep them from n groups of two, and flank enemies. 2 squads will melt any opposition until obers arrive.
That is weird, I took six, and did three experiments. I will try again.
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Buff long range DPS. Buff their cost. Remove flamer.(no need to have 2 building counters on one unit)
Flamethrower is the only thing that makes them quite useful.
Posts: 545
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Remove the flamer for a buff? Uhhhh nope. Satchels don't demolish buildings so you'd be taking away the ability to eliminate them.
Assault group armed SVT-40, flamethrowers and explosives? This has never happened. if you want a flamethrower plus explosives, they must be armed with PPSh, or build engineers. Soviets infantry almost all close combat. So if you want that the penal were armed with SVT-40, they need to change the role (at long range), and change ability (Dyakonov rifle grenade,Serdyuk AT rifle grenade, Lend-Lease bazooka)
Posts: 61
Non doc Sov in general is missing;
Close range infantry
AT infantry
LMG infantry
For penals suggest;
Rifle changed to guards profile bolt action.
Svts on penals? Really?
Add 3x PPsh to the flamer upgrade to make a close range squad
Add a 2x AT rifle upgrade to give soft AV
Posts: 665
I'd make them longer-ranged infanry (with the flamer serving as an option to make them close-range garrison clearer) and add an AT option to them, such as a lend-lease bazooka, while increasing their MP cost. This would probably help fix the problem of T1 being so rarely used for Soviets (especially vs OKW) because it has no At whasoever.
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